+ Added more dialogue controls for campaign stuff.
+ Allowed for more control over tutorial stuff via the cutscene system.
+ Tutorial system unpausing from station no longer causes issues.
+ Redid logic for quest dialogue requirements to use the new better system for requirements.
+ Added a ship campaign tracking system that can properly track and assign ship AI new roles.
+ Ships following the player have better compensation and AI, and can follow the player through lanelines and such.
+ Autopilot on lanes targets the lane’s portals, rather than the lane itself, allowing for better autopilot steering.
+ Fixed issue where high-speed ships would have flickering target brackets.
+ AI ships can now be affected by disrupted lanes.
+ Following NPCs can persist into new systems via a persistence system.
+ Added new effects for unstable jumpholes.
+ CreateFighterSquadrons can specific specific campaign spawning stuff and can override ships and factions, and also load in entire squads into persistency.
+ Gamefaction visibility and nameability (The ability to report out the name of a pilot) are now different flags.
+ Campaign system scripting can complete campaigns, and cause NPCs to start or stop following players.
+ Campaign system can now set campaign states.
+ Campaign now can restrict what a player docks at, because I know you’ll fuck it up you dumbasses.
+ Campaigns can restrict whether or not you’re allowed to take actual missions, set waypoints, or mark quests as active.
+ Stations can questmark what area they want you to go to.
+ Fixed issue where the radio could be played even with no music.
+ Respawn HUD now pauses the game and can be used for mission failure.
+ Added tons of various script commands for campaign stuff.
+ Set a station on fire and collapsed a few jumpholes.